The experience of creating my adventure games was, other than marrying my husband and bringing into the world my two sons, the most fulfilling, wonderful experience I ever had.
From Roberta Williams
King's Quest IV was a much bigger hit than I, II, or III. I do feel that King's Quest IV was a pivotal game in bringing in more female players.
Computers have become more friendly, understandable, and lots of years and thought have been put into developing software to convince people that they want and need a computer.
At the end of a project I get very weird, you know, in my head because I'm not doing it. It's like an addiction. I have to do it.
You decide you're going to do horror, then gosh darn it, do horror. Do what's expected. Don't kind of do it. Don't dilly-dally around, because people really enjoy the genre, and they expect certain things.
I love coming up with the stories and being creative and working with creative people and coming up with visuals and creating characters.
Freshness is important. If a game is fresh, new, intriguing, challenging, and enchanting, it will sell, and sell well.
I appreciate the sentiment that I am a popular woman in computer gaming circles; but I prefer being thought of as a computer game designer rather than a woman computer game designer. I don't put myself into gender mode when designing a game.
A good story never dies.
I believe the adventure game genre will never die any more than any type of storytelling would ever die.
3 perspectives
2 perspectives
1 perspectives